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About weaponx69

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  1. Win a Free $100 iTunes Gift Card www.facebook.com/TheMusicBoat The Music Boat Christian Music Cruise is giving away a $100 iTunes gift card to five randomly selected fans. NO PURCHASE NECESSARY. Ends 7/31/11.
  2. Beginning a large Game Dev project; 2nd attempt

    Hello, Could you use JMonkeyEngine for your game. Its java, works on eclipse, and has a lot of stuff built in. The only problem is that you have to learn how to use their implementations for how things work. Its fully 3D also. Brian Perry
  3. So I had an idea last night...

    I honestly don't think that's a bad idea. Actually, I am going to form a company that uses all opensource tools and code and be open itself. Only the truly innovative artistic parts of the game would be copyrighted. I hate the silly patent system and how big business takes advantage of them to unfairly compete. My only demand is that such a system be written so that its runtime is platform free. Some platforms already do this like JMonkeyEngine, Ogre, open scene graph, crystal space, etc... If you ever get serious about doing something like this and develop it, I would be willing to join up. Send me a PM if your serious. I think it would be awesome to write from one code base and have it flexible enough to be used for any game. It would take a lot of work and man hours though. It would be a lot easier to develop off an open sourced game engine that is already known to work on any system. Brian Perry [quote name='FoobarTR2N' timestamp='1309264686' post='4828635'] I had a weird idea last night. Let me know if this has been done before, or is currently ongoing somewhere else. What if a project started that is much like linux, except for games. An engine is picked and the group sticks to that, but all contributed code / models / art is open source. Whatever the model is that linux uses for licensing, we'd use. I think other people can use the code / materials and sell it, but they must release the source code as well. ... I think. Licensing will be the first thing figured out before anything else. There'd be two main parts to this project. 1) The game - This is what the finished product will be. Well a better term would be the collection of best pieces to make the game. If it's releasable then it's released. What gets included will likely require a small selected team to ensure things work together, quality control and all that fun stuff. 2) The repository - This is where anyone can submit new things. They can update existing items if they want too. More than one game is possible too. At least over time. At first, it would be best to stick to one game until there's more "content" that is better suited for a different type of game. The goal is two part: 1) Create an open source project(s) where anyone can submit code and content to better the game. 2) Further the game community by not having to reinvent the wheel each time. So the question is... who's interested in this? Could this work? Any and all feedback is welcome. P.S. If i'm unclear at all, it's because I'm rushing to get this out before I go to work. And it's an idea I had just before bed. Over the course of today, I might get a clearer vision of what I'm thinking. [/quote]
  4. Thank you Jesus, graduating with my B.S. in GSP!!!
  5. Wow, I can't believe my own flesh and blood just banned me from commenting on his page because he loves Obama more than his own blood.
  6. Noob trying to use Jmonkey

    Hello, The important thing to remember when working with Jmonkeyengine is that it is a scene graph. Your going to be adding you models to this scene graph so they can be seen and interacted with. The best part of working with a scene graph is that the people that build them usually build in support for keeping track of objects inside them so you don't have to. Once you have the models, you can export them to the ogre or collada format and import them into Jmonkeyengine. To spawn the players, just instantiate a spacial. Add physics to the spacial if you want physics. As for moving slowly, that depends on the force you apply or how much you translate you model. I think if you use the right exporter, jmonkeyengine will play the animation. Check the JME tutorials for the key movement. Its automatic with the basic game. Brian [quote name='Fl4sh' timestamp='1298925519' post='4780226'] Hey, I have created some models for a game of mine but now I want to implement the gameplay. First, I'm gonna just use cubes to rough out what I need done. My game is going to be a 3d tower defense type thing where you can build turrets, walls, etc. Things I want done right now are: spawn a random amount of enemies and have them slowly move toward the player have the sentry rotate in the direction of whichever entity comes into range, shoot at it until the entity is dead, and repeat. Can someone give some theory on how to implement this? ;o [/quote]
  7. Open source game libraries

    If you have an Nvidia card, my favorite SDK is JMonkeyEngine. Its a complete game development suite but its still in Alpha and doesn't work well with anything but Nvidia. I like Panda3D also but you have to have Windows to import art assets into it. Its the same as JMonkeyEngine only JMonkeyEgine has its own IDE and scene graph editor built into the editor. I like Panda's Python also more than Java. I leaned with C++ but picked up Python very easy. Right now, since I was stuck with an ATI card from Dell, I'm using Away3D. Away3D is one of the most complete and most documented of the game development suites that can be used with ATI. I have the cookbook from Packt and its nice. The only disadvantage of Away3D is that it doesn't seem to have physics built in. You will have to import it. Its similar to Ogre but I think it is more game specific than Ogre. SFML is nice but you have to use all third party software to use it. If your okay with using tools like SFML, I would at least use Ogre. It has more built in libraries. I'm using Away3D because I am a game and simulation student at DeVry and we only have 8 weeks to develop a game project. I even considered using Platnum Arts Sandbox, Alice, and Syntensity. I almost used Alice since its so simple but the Java exporter doesn't seem to work right. Syntensity and Platnum arts could lead to very rapid development but makes it hard to develop a complete Mod without changing the source code. I hope this is helpful. [quote name='Sathorod' timestamp='1306617758' post='4816922'] Hi, I'm a software developer looking to start working on games. I was hoping someone could point out some open source libraries to use. My only requirement is that it is multi-platform (linux and windows at least, mac support is a plus) and is a full library with sound, graphics rendering, basic image manipulation (rotations etc.), basic timer functions, can display text, has basic drawing functions (cricles, rectangles etc.) and multi-threading support. So far I've found one that looks good SFML [url="http://www.sfml-dev.org"]http://www.sfml-dev.org[/url] but I figured you guys could show me a few more to try out and find one I like. [/quote]
  8. How easy is Linux for Game Development?

    [quote name='Doopydoo22' timestamp='1302364387' post='4796384'] @Antheus I'm not going to argue that Linux is a viable platform to target, but stating that Linux users cannot or will not pay for software and claiming that it's a fact is kinda ridiculous. You could say that they're rarely willing to pay, but a flat no is just asking for a rebuttal: [url="http://blog.wolfire.com/2010/05/Linux-users-contribute-twice-as-much-as-Windows-users"]http://blog.wolfire....s-Windows-users[/url] [/quote] I agree with. I have and will continue to buy games on linux. A lot of people that want to run linux do. People do on Android all the time. People that want to buy do buy if you make it available. I intend to open a company based on platform independent games. I want to distribute it in the chrome, android, and Ubuntu store. Many indies are doing this and making money. Also, with game making tools like panda3d. Its easy to make games. I'm going to make a game for a class I'm taking right now with panda and its fairly easy to use. I'll also willing to help anyone that wants it. I want friends that want to develop open source games on linux. Just email me @ perry.brian@gmail.com
  9. How easy is Linux for Game Development?

    [quote name='Antheus' timestamp='1302361979' post='4796365'] Linux users don't pay for software. Selling to people who are unwilling or incapable of paying is not a good business model. And no, no holy wars. It's a fact. Look at market shares. Unless you're RedHat, selling enterprise contracts, there is no money. There is definitely no money in boxed software. And if there is, Windows and Mac markets are thousands to million times bigger, so might as well focus on that. [/quote] How do you explain the humble indie bundle and those numbers then?
  10. Complier for C++?

    [quote name='Metz' timestamp='1302162641' post='4795410'] [quote name='boogyman19946' timestamp='1302162365' post='4795407'] I hear that NetBeans can work with C/C++. I never really looked at that aspect of it (using it with Java atm), but I like the IDE much more than Visual Studio. [/quote] Yeah but he'll have to set up a compiler himself :/ NetBeans doesn't come with a C++ compiler (neither does Eclipse for that matter). [/quote] I have both and I have C++ running on both. Its not that hard. Just google "eclipse c++ tutorial" or "netbeans c++ tutorial" and you should find a tutorial that will guild you though.
  11. Complier for C++?

    [quote name='Sx2Kirby' timestamp='1302159674' post='4795391'] Sorry, but he's right I don't know what game logic [i]actually[/i] means (sounded right in my head). I mean like is there a complier that is friendly to extra libraries and such you need to program games. And I guess the real question is does the complier actually matter in the grand scheme if things assuming the code is coded well enough. [/quote] I may be wrong but it sounds like your looking for a framework you can use on linux that has ready made libraries you can use to make games. There are a few game based libraries you can use that are out there to make games but they are not well documented. I know this because I have tried. Luckily, you can go to the packtlib.com store and buy books covering 2 completely free game based libraries. One is Panda 1.6 and the other is Open Scene Graph. Right now, I'm reading the Panda3D 1.6 book because its the most complete. Panda3D starts out with everything. By this I mean that you can use it to make a complete game with sound, physics, etc... right out the box. I really love the fact that this author took the time to write this book because there basically is no other decent documentation out there covering Panda3D. There is the online documentation but its not really instructive. Its more like a reference manual. I got extremely frustrated trying to read the online documentation because it seems like its written for people who have used Panda3D before or already know how to make games. The book at least seems to assume you have no idea what Panda3D is or even know how to use python. I didn't know any python before reading this book but I am making simple games on my own. The big problem with this book though is that it doesn't baby you for long. I guess the author gets tired of holding your hand in the beginning chapters because if you don't make sure you completely understand the chapters you already covered by chapter 6, your going to get lost very fast. You finish an example game the author uses to explain Panda to you but by chapter 6, this program becomes extremely complex and if you don't do the extra exercises, you will get lost. My major complaint is that the author adds a lot of code he doesn't really explain as your building the game so by chapter 6 there's a lot of things that have been added to the game that haven't been explained. If you want to follow along, you have to read through it yourself and try to decode it. The good news about this is that the author at least explains how to use Panda well enough by this chapter that you can start looking at the online docs by then. For the first time, I'm conducting my own physics experiments in Panda on my own using the online docs. That's way farther than I have ever gotten with learning how to use Panda. There is still a lot more going on in Panda behind python that isn't clear. I think its because the author uses Python to program and not C++. To me Python is like trying to build a house with boulders. The best thing is that if you do what you want in python first, you can go back and do it with C++. Overall though, I recommend this book and Panda3D 1.6. Panda is good for starting linux game developers. Its also crossplatform so your games will work on linux, windows, and mac. I wish there was more books out there to help. Maybe when I finish, I will write my own book for how to develop with linux. I got it working with eclipse as my IDE but it was a pain. Its easier for windows and mac users but linux users have to know where the panda files are. Let me know if your interested and I'll help. I know how hard it is try to develop on linux. Brian